The Technical Database (TD) contains all data related to a specific class of weapon.
| Weight | How much the weapon weighs |
| Volume | The space it takes up |
| Accuracy | The weapon's accuracy modifies your skills in chance of hitting something |
| Max Range | (in square) the maximum range you can shoot at. 0 = same square as you 1 = up, down, left or right, ... |
| Optimum Range | The max range of the weapon to not suffer accuracy penalties. |
| Fire delay | X, means you can fire once every X hours. |
| Min Damage | Lowest amount of damage possible per hit |
| Max Damage | Largest amount of damage possible per hit |
| Damage type | Either Explosive, Energy, Physical, or Ionic. |
| Ammo | A/B (A = current ammunition amount, B = max ammunition amount) |
| Recommended Skill | the needed level in the related weapon skill to not suffer accuracy penalties. |
| | Hand | Requires one or two hands to use. |
When you decide to use a weapon for the first time, you must wait for X hours before your first
shoot (X = Fire delay) to draw the weapon into your hand, unless it is already there.
"Drawn" = ready to fire, "Carried" = in your holster or backpack
Everyone can use any weapon but you must be able to carry it. Also, if you do not have certain skill
levels, you will receive accuracy penalties.There is a skill requirement for every weapon. If your
character does not meet the requirements for every level he lacks he loses 15% accuracy and takes 1 fire
delay longer to reload. Skill Req is to the one for it's class, ie. An NPW's skill req is obviously NPW.
The lightsabers are an exception, as the negative accuracy does not apply if the PC has 25% skill in either
Lightsaber Attack or Lightsaber Parry Force Skills.
Heavy-Projectile Weapons, when not used against vehicular or facility targets, receive a -40% accuracy modifier.
Grenade ranges are given by:
Equations
rounddown(Strength + Dexterity / 2)
The speed of an NPW weapon is given by:
Equations
(6 * Fire Delay) / (Dexterity + 1)
The damage equations.
Equations
(Random# in between min & max damages)(Repair Facilities+1) = Damage dealt to facilities
Repair vehicles used against vehicles, and repair ships for ships.
Equations
(Random# in between min & max damages) - Range from blast * 10 = Damage to people
Equations
{Comp Ops * 20} + (Perception * 5) = % chance of successfully setting up the bomb.
If skill level difference, subtract 15% off total for each level lacking.
Equations
{(Comp Ops * 20) + (Perception * 5) + 30} - Percentage planter's success score = Chance to disarm
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